by nads » Thu Dec 04, 2003 5:14 pm
A quote from Steve Hoge from E--MU as recent as July:
I may be going out on a limb here, but I don't believe that there are yet
any host-based ("soft") samplers or synths out there that have the
*effective* DSP horsepower of the current top-end 128-voice EOS sampler -
especially if you include an RFX-32 subsystem :-)
If you compare raw compute bandwidth between today's top-end CPUs (4GHZ
P4 or 2+GHZ PPC970) you'll see what looks like viable parity between
these platforms. But that's not a particularly realistic way to view
their comparative performance as synth engines. In the real world, the
host CPUs are almost never programmed in hand-optimized, straightline
assembly language, so their integer and/or floating pt computational
units sit idle during a surprisingly high percentage of clock cycles.
This is especially true during branch and subroutine execution or
exception processing, when pipelines stall or must be flushed. On top of
that, these CPUs are "burdened" by multitasking operating systems like
Windoze or the MacOS, which, even on a dedicated music-computer can chew
up alot of CPU overhead.
[Remember when you went from a 500MHZ CPU to a 2GHZ CPU? Did your useful
synth voice count quadruple from 32 to 128? I didn't think so.]
On the other hand, the EOS machines use hardware-based synth engines
built from custom music DSP chips, the G (oscillator), H (filter) and R
(effects) chips. These chips have been architected so that peak compute
bandwidth is always available to meet instantaneous demand; the 128
8th-order samplerate converters (pitch shifters) and 128 6th order
"z-plane" filters, their output routed through 1024 sends onto 16 stereo
busses, with the 16 independent effects routed through 16 ADAT channels,
can all be simultaneously utilized without resource contention (ripoff)
or fragmentation.
There's one relatively subtle feature of these hardware chips that is
often taken for granted by users (and often "bites" softsynth
implementations): sample-rate smoothing of parameter updates. Perhaps
15-20 percent of the compute bandwidth of the G and H chips is dedicated
to parameter smoothing hardware (the RChip effects use parameter
smoothing which is microprogrammed per-fx algorithm, thus the specially
designated CC Mod parameters.) If changes to the GChip's SR conversion
ratio (when you lean into the pitch bend) or HChip's filter coefficients
(when you wang the mod wheel) were not being smoothly interpolated in
hardware at the 48KHZ sample rate, you would hear "grainy" distortion and
the zipper-noise artifacts which are sometimes audible from soft synth
engines under high load.
Another "corner" that is often cut by soft synth engines is that when
their performance demands increase they will fall back to something less
than their highest-quality sample rate conversion algorithm. Typically,
this means using simple linear interpolation on some or all channels when
high voice counts are required. While the artifacts of this optimization
can be painfully obvious when transposing complex signals across a wide
musical range, in fact, under many real-world situations this is actually
a very smart move. This is because a lot of today's computer-based music
making simply involves playing back samples at their original (unity)
pitch, without transposition. In these applications, the high-quality
samplerate conversion built into each of the Ultra's 128 voices is
essentially wasted.
The trend towards music making by playing back many voices at unity or
near-unity pitch has coincided with the availability of hugely capacious
and cheap primary (RAM) and secondary (disk) storage in today's host
computers. With this "giga" style of music making, the Ultra's
high-quality, wide-range samplerate conversion offers little advantage,
and the G-chip is doubly penalized by its relatively limited 64Msample
address space. (Trust me, this seemed to E-mu like an unbelievable
amount of sample RAM when the chip was designed 10 years ago.)
On another front, recent moves towards frequency-domain (FFT) techniques
for pitch shifting, especially with formant preservation, pose a
legitimate challenge to the Ultra's "old school" pitch shifting
algorithms, which are based in the time domain. Using frequency domain
algorithms for synthesis opens up a huge frontier of possibilities for
music making and sound manipulation, but (with some significant
exceptions) these techniques are still mostly being utilized on host
computers with the same sets of performance limitations that apply to
time-domain techniques.
In the near future I think you'll see these frequency-domain techniques
moving from host CPUs back onto dedicated DSP hardware in mass-market
products. And while that probably means faster and better, it doesn't
necessarily mean CHEAPER. The commodity economics of personal computers,
which are effectively killing the current generation of hardware
samplers, will still dominate the debate over "hard" vs "soft" musical
instruments.